Hellbreaker

All archetypes

  • Uncommon

Founded in Isger to protest against the injustice and apathy of their faraway rulers in Cheliax, the Hellbreakers League is a young but growing rebel organization determined to make its mark. Members of the League swear themselves as agents of rebellion to topple the Chelaxian regime and free its vassal states from its oppressive rule, starting with Isger.

The Hellbreakers League knows it's at a heavy disadvantage in its war against Cheliax as a stilldeveloping group challenging one of the world's most powerful nations. Hellbreaker tactics rely on wit and daring as well as knowledge of the fiendish forces their enemies might use against them. Through sword, spell, and subterfuge, they work tirelessly to liberate the oppressed and remove tyrants from power.

Additional Feats: 4th Combat Assessment, Lightning Swap; 10th Blind Fight, Felling Strike

Hellbreaker Dedication Feat 2

  • Uncommon

  • archetype

  • dedication

Access You're a member of the Hellbreakers league.


By joining the League, you've taken on the responsibilities of a Hellbreaker. You gain the Additional Lore general feat for both Devil Lore and Hellknight Lore. If you were already trained in one or both of those Lore skills, you also become trained in a Lore skill of your choice.

When you roll initiative, you can attempt a Recall Knowledge, Recall Knowledge, or Recall Knowledge check to Recall Knowledge about one enemy you can see as a free action, if that skill would be applicable. The GM is the final arbiter of whether or not one of those skills would be appropriate to Recall Knowledge about the enemy.

Source: Pathfinder Adventure Path: Hellbreakers

Devil You Know Feat 4

  • archetype

  • skill

Your knowledge of your enemies gives you an advantage against them, granting you a swift reaction to their devilry. If you know you're fighting against any devils or Hellknights at the beginning of an encounter, you can roll the respective Lore skill for your initiative roll.

In addition, whenever you successfully Recall Knowledge about a creature using Devil Lore or Hellknight Lore, you gain a +1 circumstance bonus to your next skill check against that creature before the end of your next turn. If you're a master in Devil Lore or Hellknight Lore, the bonus increases to +2.

Effect: Devil You Know


Source: Pathfinder Adventure Path: Hellbreakers

Hellbreaker's Resolve Feat 4

  • archetype

Frequency once per hour


You gird yourself in both mind and body for danger, steeling your resolve. You gain a number of temporary Hit Points equal to your level that last for 1 minute. While you have those temporary Hit Points, you gain a +1 status bonus to Will saves.

Effect: Hellbreaker's Resolve


Source: Pathfinder Adventure Path: Hellbreakers

High Alert Feat 6

  • archetype

You're constantly on guard, keeping watch over your allies against fiendish forces—no one can get the jump on your group while you're around. Choose an ally you can see within 30 feet. They gain a +1 circumstance bonus to their AC and Reflex saving throws against devils and creatures allied with the Chelaxian government (as determined by the GM) until the beginning of your next turn. This action gains the visual trait, the auditory trait, or both, depending on how you alert your ally.

Effect: High Alert


Source: Pathfinder Adventure Path: Hellbreakers

Opportune Trickster Feat 6

  • archetype

  • mental

Trigger An adjacent ally makes a melee Strike against a creature.

Requirements You're adjacent to both your ally and the creature.


You aren't above using underhanded tactics to gain an advantage, easily routing your opponents when they attack. Attempt a Deception check against the Perception DC of the creature that's the target of the triggering attack. Regardless of the result, the target is temporarily immune to your attempts to use Opportune Trickster for the next 10 minutes.


Critical Success The target is Off Guard (including against the triggering attack) until the end of your ally's turn.

Success The target is off-guard against the triggering attack.

Critical Failure You lose your balance in your attempt to assist your ally and fall Prone.


Special If you have the Dirty Trick skill feat, you can attempt a Thievery check instead of a Deception check; if you do, this action loses the mental trait


Source: Pathfinder Adventure Path: Hellbreakers

Hell's Bane Feat 8

  • archetype

Your in-depth knowledge of your foes grants you insight into their weaknesses, granting you an advantage when fighting against them. When you critically succeed at a skill check to Recall Knowledge about a devil or Hellknight, you gain a +4 status bonus to damage against that creature for 1 minute.

Effect: Hell's Bane


Source: Pathfinder Adventure Path: Hellbreakers

Rend Armor Feat 8

  • archetype

  • manipulate

Requirements Your last action was a critical Strike that dealt bludgeoning or piercing damage.


Your enemies' defenses are no match for you as you wrench your weapon to compromise their armor. The creature takes a –2 circumstance penalty to their AC that lasts until they can take 10 minutes to repair their armor. The creature can also Interact to adjust their armor, which removes this penalty for 1 minute.

Effect: Rend Armor


Source: Pathfinder Adventure Path: Hellbreakers

Battle Scars Feat 10

  • archetype

You've faced enough opponents that your experience is written across your skin, toughening you against your fiendish foes. You gain resistance to bludgeoning and slashing damage from devils and creatures allied with the Chelaxian government (as determined by the GM) equal to half your level.


Source: Pathfinder Adventure Path: Hellbreakers

Defy Hell Feat 10

  • archetype

  • divine

  • stance

Requirements You aren't unholy.


Your devotion to your cause gives you endless strength and courage to withstand the enemy's attacks. As long as you're in this stance, you gain a +2 status bonus to saves against mental effects and can make Hellbreaker Strikes.


Source: Pathfinder Adventure Path: Hellbreakers

Return To The Pit!Feat 12

  • archetype

You can send the fiends who have vexed you back to their home plane where they belong. You can cast Banishment once per day as a divine innate spell. When you take this feat, you craft a personal symbol of the Hellbreakers League that's anathema to devils. If you wield this symbol in one hand when you spend an extra action while casting banishment on a devil, you don't need to pay the extra cost to give that creature a –2 circumstance penalty to its save.


Source: Pathfinder Adventure Path: Hellbreakers

Thorn In Hell's Side Feat 12

  • archetype

Your devotion to the ideals of justice, freedom, and revolution allow you to truly punish those who stand in your way. When you critically succeed at a Hellbreaker Strike, the target must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or become Stunned 1 (Stunned 2 on a critical failure). This effect has the incapacitation trait.


Source: Pathfinder Adventure Path: Hellbreakers

Hellbreaker Feats